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Hi all,
Let me break the silence with some great news. The new update we have been working on is finally available in the beta branch. You can play it right now.
The change log:
-Changes in the UI (resources counters)
-Ore and buildings materials will be dropped on the floor upon disassembling a storage container
-New, cool music tracks
-Camera controls in the UI
-Hotkeys for the layers ( ground, power, water)
-Water and Power counters are shown on the panel with the layers ( easier to track power/water production)
-Hotkeys for the game speed buttons
-Objects in the Fundamental structures have been grouped together
-Icon of the broken object is now flashing red
-Main menu has changed, it now has three modes (tutorial, scenarios, sandbox)
-Sandbox mode with an option to opt out building materials and ore
-More accurate adjustment of the events ( disease outbreaks, breakages)
-Option to turn off the caverns generation
-Destructible walls
-Engineers can repair damaged walls
-Guard bot ( a special unit which can be controlled directly)
-Costs of the researches have been rebalanced
-Frequency of the random events has been reduced
-Molemen can attack and destroy walls and other structures
-No resources penalty for dismantling the structures. You get 100% building materials back
-New structure - Big Water Pump
-New enemy - Fat Slug
-Ability to opt out the types of notification you don’t want to receive while playing
-Enemies will switch on the entity who deals the damage
-Sandbox mode will always have the basic layout with the most essential structures
-Decorative flowers
-The recycler has now the option to recycle the wastes into building materials
-Ability to empty the storage/waste containers and fridges, all resources will be dropped on the floor
-Profession specialisations - you can specify and prioritize certain tasks for each profession. For example, you can opt certain workers to dig only the ground or build fundamental structures like floors and walls.
-You can directly move residents. You cannot however give them an order to perform a certain task, but they will walk where you tell them to. It’s very handy if you need to bring a resident back to the bunker or save her from a moleman.
-Decorative floor tiles
-Performance improvement
-Rebalancing ( some of the objects have become cheaper, especially reactors and water pumps)
-Wish we could include all your ideas and suggestions, but some of them are really hard to implement and would require another 2-3 months of work, the others, which a very few, do not align with our vision for the game.
-The next week will be dedicated to bug hunting and fixing minor things, so if you find anything odd or something that look like a bug, please let us know.
-If nothing extraordinary emerge during the testing we will publish the final build in to the main branch next Friday.
Thank you for your patience,
Devs
Hi all,
Let me break the silence with some great news. The new update we have been working on is finally available in the beta branch. You can play it right now.
The change log:
-Changes in the UI (resources counters)
-Ore and buildings materials will be dropped on the floor upon disassembling a storage container
-New, cool music tracks
-Camera controls in the UI
-Hotkeys for the layers ( ground, power, water)
-Water and Power counters are shown on the panel with the layers ( easier to track power/water production)
-Hotkeys for the game speed buttons
-Objects in the Fundamental structures have been grouped together
-Icon of the broken object is now flashing red
-Main menu has changed, it now has three modes (tutorial, scenarios, sandbox)
-Sandbox mode with an option to opt out building materials and ore
-More accurate adjustment of the events ( disease outbreaks, breakages)
-Option to turn off the caverns generation
-Destructible walls
-Engineers can repair damaged walls
-Guard bot ( a special unit which can be controlled directly)
-Costs of the researches have been rebalanced
-Frequency of the random events has been reduced
-Molemen can attack and destroy walls and other structures
-No resources penalty for dismantling the structures. You get 100% building materials back
-New structure - Big Water Pump
-New enemy - Fat Slug
-Ability to opt out the types of notification you dont want to receive while playing
-Enemies will switch on the entity who deals the damage
-Sandbox mode will always have the basic layout with the most essential structures
-Decorative flowers
-The recycler has now the option to recycle the wastes into building materials
-Ability to empty the storage/waste containers and fridges, all resources will be dropped on the floor
-Profession specialisations - you can specify and prioritize certain tasks for each profession. For example, you can opt certain workers to dig only the ground or build fundamental structures like floors and walls.
-You can directly move residents. You cannot however give them an order to perform a certain task, but they will walk where you tell them to. Its very handy if you need to bring a resident back to the bunker or save her from a moleman.
-Decorative floor tiles
-Performance improvement
-Rebalancing ( some of the objects have become cheaper, especially reactors and water pumps)
-Wish we could include all your ideas and suggestions, but some of them are really hard to implement and would require another 2-3 months of work, the others, which a very few, do not align with our vision for the game.
-The next week will be dedicated to bug hunting and fixing minor things, so if you find anything odd or something that look like a bug, please let us know.
-If nothing extraordinary emerge during the testing we will publish the final build in to the main branch next Friday.
Thank you for your patience,
Devs
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